On Tuesday 13 July 2010 22:54:08 Jakob Bornecrantz wrote:
> I'm wondering how this relate to tgsi_src_register::Indirect ("MOV
> TEMP[0], TEMP[CONST.x]")?
Well, not too much. Indirection is a method of indexing, while this is about
dimensionality of the registers or in particular adding support
On Tue, Jul 13, 2010 at 6:47 PM, Zack Rusin wrote:
> On Tuesday 13 July 2010 12:08:15 Brian Paul wrote:
>> Looks great, Zack!
>>
>> Just minor things:
>>
>> A bunch of the shader setup code in bezier.c could probably be
>> replaced by calls to shaderutil.c functions.
>
> Ah, yea, I'll just add som
On Tuesday 13 July 2010 12:08:15 Brian Paul wrote:
> Looks great, Zack!
>
> Just minor things:
>
> A bunch of the shader setup code in bezier.c could probably be
> replaced by calls to shaderutil.c functions.
Ah, yea, I'll just add something there to be able to link with geometry
shader.
> In
On 07/12/2010 09:23 PM, Zack Rusin wrote:
Hey,
this is relatively simple: Mesa GPU instructions had no way of representing 2D
register arrays which was especially painful for things like geometry shaders.
It's the same thing Gallium supported for a while meaning
INPUT[index1][index2] syntax. So
Hey,
this is relatively simple: Mesa GPU instructions had no way of representing 2D
register arrays which was especially painful for things like geometry shaders.
It's the same thing Gallium supported for a while meaning
INPUT[index1][index2] syntax. So for example gl_PositionIn[index] becomes